Feral Heart
Help & Guidance => Game Help => Topic started by: DraconisFantasy on September 13, 2016, 11:00:54 pm
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Hello everyone,
I have no idea if this question has been answered before or not. I have searched through the forums already, but I have been unable to find anything regarding my problem in particular. If this problem has already been answered I deeply apologize for overlooking it. The thing is, I'm trying to make my own custom weather for a map that I'm working on. I've been trying to use some blue orbs in order to make it appear that soul fragments are floating around in the sky. Sadly each time I try to create it in the sky maker the weather that I created will not appear. I have searched DeviantArt and YouTube in case the answer to my troubles were there, but just like the forums, there is nothing on this particular problem. I know that it's possible to make your own weather because I have seen custom weather in maps, I just simply do not know how to do it and would like some assistance.
Sincerely,
Ninty86
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Did ye make sure to add in the main weather material file? Not only must ye make a single weather file "soulfragments.weather" but ye must also add the correct coding into the "weather.material".
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Okay, I'll give it a try and tell you how it goes. Thank you so much for responding.
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Sadly there was still no result. There's just nothing. It loads the file and every thing but I don't see the blue orbs rising at all, it's like it's just a normal day in the game when I want it to be showing soul fragments.
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Can ye post the weather.material and the particle coding? It has to be something to do with the coding.
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Cycle:
[0-6999]
type=SoulFragments
fade=in
Weather:
[SoulFragments]
ps=Weather/SoulFragments
rate=1000
Particle:
particle_system SoulFragments
{
quota 5000
material SoulFragments
particle_width 4
particle_height 5
cull_each false
renderer billboard
sorted false
local_space false
iteration_interval 0
nonvisible_update_timeout 0
billboard_type point
billboard_origin center
billboard_rotation_type texcoord
common_up_vector 0 1 0
point_rendering false
accurate_facing false
emitter Ellipsoid
{
angle 90
colour 1 1 1 1
colour_range_start 1 1 1 1
colour_range_end 0.686275 0.854902 0.952941 1
direction 0 1 0
emission_rate 2000
position 0 0 0
velocity 15
velocity_min 15
velocity_max 10
time_to_live 15
time_to_live_min 15
time_to_live_max 40
duration 0.5
duration_min 0.5
duration_max 8
repeat_delay 5
repeat_delay_min 5
repeat_delay_max 5
width 300
height 300
depth 300
}
affector LinearForce
{
force_vector 0 -10 0
force_application add
}
affector Scaler
{
rate 0
}
affector ColourFader
{
red -0.1
green -0.1
blue -0.1
alpha 0
}
affector ColourFader
{
red 0
green 0
blue 0
alpha 0
}
}
Material:
material SoulFragments
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off
fog_override true
cull_hardware none
cull_software none
texture_unit
{
texture SoulFragments.png
}
}
}
}
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There should be a slash after material and before the name of the material file, same goes with the particle system, I believe. So it should be "material/SoulFragments". At least that's what I 'ave normally in m'codes, but it may not be necessary to work. Still something to look in to.
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Okay. I'll give that a try. Thanks for the help.
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Mhm, no problem! M'fingers will be crossed f'er ye.
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Yay one part of it worked! Ooh, this is exciting! Okay, so I managed to get the weather particles in the map, the only problem is that they're all square boxes. How do I fix that?
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Never mind, I just named the image wrong is all. I forgot to add the s in SoulFragments. Thank you so much for your help! Now I can get back to working on my map. Thank, thank you so much again. *Hugs*
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I'll go ahead and lock this since the problem seems to be solved c':